Details:Travelling through time-and-space in your cunningly cloaked inter-dimensional vessel, you are the custodian of all history, safeguarding against the evil manipulations of other time travellers, with the help of your cryogenically-suspended army.

Orac arranges co-ordinates and you make the final approach to the Battlegrounds . . .

Chronicles of a Time Lord - Volume I

Chapter II:

As you approach July 4, 1775:

Orac arranges co-ordinates and once again you make the final approach to the Battlegrounds . . .

Chronicles of a Time Lord - Volume I

Chapter III:

Orac crackles into life as you approach July 4, 1962:

"Time Lord, I have further details of the TTT plans for July 4 1962. Firstly, they are attempting to interfere in the Cuban Missile crisis, providing troops to key player Haiti in order that they join forces with Cuba to launch a nuclear attack on the US. They have also used advanced plastic surgery to implant a number of TTTs in the US Senate. This is an attempt to railroad any defence decisions ahead of a planned nuclear missile strike the TTTs are influencing from the USSR during Independance Day celebrations. It is advisable to prevent the TTTs on all three fronts if possible."

Chronicles of a Time Lord - Volume I

Chapter IV:

Orac crackles into life again as your SATKOM approaches July 4, 2010:

"I have further information regarding TTT attempts to subjugate the US on July 4 2010. These attempts involve a range of infiltration techniques from the inside. The TTTs will be attempting to undermime the economically-vital oil industry, infiltrate military colleges, air bases in the western deserts, the airwaves and to provide dangerous arms and support to drugs gangs."

Chronicles of a Time Lord - Volume I

Chapter VI:

Orac crackles into life again as your SATKOM approaches July 4 2028

"Time Lord, there are three further history-changing attempts by the Federation TTTs I should inform you of."

July 4, 2028, 2041 & 2044"Again on Independance Day, TTs plan to support regional forces in an attempt to prevent the historic re-uniting of the politically fractured nation."

"Then on July 4 2041, TTTs will attempt to destroy the silicone-dependant US during its post-nuclear-war transition."

"And finally, TTTs will attempt to de-rail the US' colonisation of the Moon on July 4 2044."

"In addition, Time Lord, I have now gathered enough data to locate how the Federation have managed to gain, interpret and put into use the secret of time travel. It will therefore be advisable to conduct two final missions."

"In the first mission, it is advisable to travel to Federation Command Centre 1 where a huge computer complex is housed. A computer of great intelligence, second only to mine, is housed there. This computer, a huge skyscraper-sized machine known as Deep Thought, has been able to interpret the secrets of time travel and design the TTTs SATKOMs. It is advisable to enter the complex, locate Deep Thought, find the central processing unit and terminate all programs held there."

"Once this is complete, it is also advisable to travel back several centuries to the planet Amanecer. I have calculated that it is there and then that an errant Time Lord, under duress and intoxication, gave the secret of time travel into Federation hands. It is advisable that he be assassinated"

In Chapter I, 40 players will play 3 matches in 10 groups of 4 players.In Assassin games, the winning player will score 4 points. Other surviving players will score 1 point.In Terminator games, the winning player will score 2 points. All players will also score 1 point for each termination.The top 3 players from each group will progress to the next round. taking half of their points total with them (rounded-up).

In Chapter II, 30 players will play 3 matches in 6 groups of 5 players.Points scoring will be as above.The top 3 players from each group will progress to the next round. plus the 2 4th-placed players with most points*. Again, players progressing will take half of their points total with them (rounded-up).

In Chapter III, 20 players will play 3 matches in 5 groups of 4 players.Points scoring will be as above, plus, players will score 3 points for winning their 1 v 1 game.The top 2 players from each group will progress to the next round. plus the 2 3rd-placed players with most points*. Again, players progressing will take half of their points total with them (rounded-up).

In Chapter IV, 12 players will play 5 matches in 3 groups of 4 players.Points scoring will be as above.The top 2 players from each group will progress to the next round. plus the 2 3rd-placed players with most points*. Again, players progressing will take half of their points total with them (rounded-up).

In Chapter V, 8 players will play 3 matches in 2 groups of 4 players.Points scoring will be as above.The top 2 players from each group will progress to the next round. plus the 3rd-placed player with most points*. Players progressing will NOT take points with them .

In Chapter VI, 5 players will play 5 matches.Points scoring will be as above.The top 2 players from each group will progress to the next round. plus the 3rd-placed players with most points*. Players progressing will NOT take points with them.

* If necessary players will also be compared on the number of terminations, then number of rounds survived in the chapter in question. If this does not prove to determine qualifying players then a tie-break match will occur.

In Terminator matches, the position of players at the end of 23 rounds will determine how they score (e.g. the number of terminations achieved at this point). In Assassin matches, each player scores 1 point if there is no result at the end of 23 rounds, and in 1 v 1 games neither player scores. The remainder of such games then becomes a CC-points-only affair.

Where players have equal points, equal numbers of terminations and rounds survived across all of the matches of any chapter, then a one-match tie-break will occur. The map will be the same as the final match of the round. Escalating spoils will be implemented.